This paper presents an approach to deal with standard tasks of computer animations and robotics based on Conformal Geometric Algebra. We will show that this algebra is very well suitable for applications of all kind o...
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This paper presents an approach to deal with standard tasks of computer animations and robotics based on Conformal Geometric Algebra. We will show that this algebra is very well suitable for applications of all kind of robot manipulator kinematics, representation and visualization and object robot manipulation. Due to its geometric intuitiveness and simplicity Conformal Geometric Algebra appears to be a promising mathematical tool for building intelligent man-machine interfaces.
We present a simplification algorithm for manifold polygonal meshes of plane-dominant models. Models of this type are likely to appear in man-made environments. While traditional simplification algorithms focus on gen...
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We present a simplification algorithm for manifold polygonal meshes of plane-dominant models. Models of this type are likely to appear in man-made environments. While traditional simplification algorithms focus on generality and smooth meshes, the approach presented here considers a specific class of man-made models. By detecting and classifying edge loops on the mesh and providing a guided series of binary mesh partitions, our approach generates a series of simplified models, each of which better respects the semantics of these kinds of models than conventional approaches do. A guiding principle is to eliminate simplifications that do not make sense in constructed environments. This, coupled with the concept of "punctuated simplification", leads to an approach that is both efficient and delivers high visual quality. Comparative results are given.
Historically, the ACM Multimedia Conference is split into a "technical" program and an "arts" program. These programs sometimes seem completely separate from one another, victims of a "semanti...
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ISBN:
(纸本)9781605583037
Historically, the ACM Multimedia Conference is split into a "technical" program and an "arts" program. These programs sometimes seem completely separate from one another, victims of a "semantic gap" between disciplines. The goal of this panel is to create a space in which scientists learn from artists, and arts from science. We need to discover new connections between modalities of research. In order to create the most exciting and powerful future forms of interactive multimedia systems, the ones that will create the most beneficial broader impact on humanity, we need to foster new collaborations between artists and scientists. This panel seeks to bridge the great divide of language and communities that has fragmented us, creating a new space for developing connections between the arts and sciences of multimedia research, as embodied through the artists and scientists of ACM Multimedia. The goal is to make this conference a premier site for catalyzing emergent connections. Among the ancient Greeks, the techne, which included the sciences, were based in the arts. Our modes of knowledge production have since separated and grown alienated. "What weird stuff are those people doing?" To bridge the divide, we must understand and acknowledge differences, and use this as a basis for discovering common ground. In the sciences, knowledge is constructed empirically, through hypotheses and validations. Aesthetics and concepts play essential roles in how works of art are formulated to stimulate experiences. Where do these aims intersect and how might they inform each other? In this conference, one track develops pattern recognition methods for content analysis and retrieval. Another develops network and system techniques. Applications invoke these methods in usable systems. Human-centered multimedia serves as a bridge connecting human experiences with algorithmic methods. The interactive art program develops new concepts of how multimedia can function culturally, amidst society,
Modern web-based Scientific Visualization applications try to overcome common limitations imposed by limited internet bandwidth, server bottlenecks or network latency. A further aspect is the desire to gain platform i...
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Modern web-based Scientific Visualization applications try to overcome common limitations imposed by limited internet bandwidth, server bottlenecks or network latency. A further aspect is the desire to gain platform independence by solely using instruments which are platform independent by conception: the programming language Java, the Virtual Reality Modeling Language (VRML), or the 3D API *** present a prototype of a hybrid web-based Scientific Visualization system which makes use of the increasing computational power of modern desktop workstations and personal computers on the client side, and the superior performance provided by a powerful machine on the server side. In order to achieve high interaction rates and to balance computational load the user can dynamically assign selected tasks to his client or to the *** the scientific field of human modeling we have implemented a hybrid web-based toolkit for the modeling of human muscles and skin. Our application allows the on-line generation and manipulation of three-dimensional implicit muscle models in a heterogeneous network and it offers various parameters to adjust computation and response time versus rendering quality.
We propose three novel solvers for estimating the relative pose of a multi-camera system from affine correspondences (ACs). A new constraint is derived interpreting the relationship of ACs and the generalized camera m...
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An important task in NLP applications such as sentence simplification is the ability to take a long, complex sentence and split it into shorter sentences, rephrasing as necessary. We introduce a novel dataset and a ne...
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